Code viewer for World: harry potter
// Cloned by Sagnik Chakraborty on 29 Oct 2022 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 



// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================



// =============================================================================================
// More complex starter World 
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares 
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================


// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away. 
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================


// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?


AB.clockTick = 100; // Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 1000; // Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 50; // Take screenshot on this step. (All resources should have finished loading.) Default 50.

//---- global constants: -------------------------------------------------------

const show3d = true; // Switch between 3d and 2d view (both using Three.js)
var diagonal = false;




 const TEXTURE_WALL 	= '/uploads/sagnikc3/dde5njf-c6944895-1f73-46e5-9b6c-f24bd80d1b7a.gif' ;
 const TEXTURE_MAZE 	= '/uploads/sagnikc3/1667077740.png' ;
 const TEXTURE_AGENT 	= '/uploads/sagnikc3/1663611608.png' ;
 const TEXTURE_ENEMY 	= '/uploads/sagnikc3/trippy-illusion.gif' ;
 const MUSIC_BACK       = '/uploads/sagnikc3/harrypotter1themesong.mp3' ;
 const SOUND_ALARM      = '/uploads/sagnikc3/8d82b5_Left_4_Dead_The_Witch_Death_Sound_Effect.mp3' ;
	
	
const gridsize = 20; // number of squares along side of world 


const squaresize = 20; // size of square in pixels

const MAXPOS = gridsize * squaresize; // length of one side in pixels

const SKYCOLOR = 0xddffdd; // a number, not a string


const startRadiusConst = MAXPOS * 0.8; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 10; // maximum distance from camera we will render things

//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero

//--- skybox: -------------------------------
// skybox is a collection of 6 files
// x,y,z positive and negative faces have to be in certain order in the array
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader

 const SKYBOX_ARRAY = [										 
                "/uploads/sagnikc3/corona_up.png",
                "/uploads/sagnikc3/corona_lf.png",
                "/uploads/sagnikc3/corona_ft.png",
                "/uploads/sagnikc3/corona_dn.png",
                "/uploads/sagnikc3/corona_rt.png",
                "/uploads/sagnikc3/corona_bk.png"
                ];

	
//--- Mind can pick one of these actions -----------------
const ACTION_LEFT = 0;
const ACTION_RIGHT = 1;
const ACTION_UP = 2;
const ACTION_DOWN = 3;
const ACTION_STAYSTILL = 4;

// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)


// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
const GRID_ENEMY = 10;
const GRID_AGENT = 20; 

var BOXHEIGHT; // 3d or 2d box height


var theagent, theenemy;

var wall_texture, agent_texture, enemy_texture, maze_texture;

// enemy and agent position on squares
var ei, ej, ai, aj;



var start = new coordinates();
var target = new coordinates();

var badsteps;
var goodsteps;


function loadResources() // asynchronous file loads - call initScene() when all finished
{
    var loader1 = new THREE.TextureLoader();
    var loader2 = new THREE.TextureLoader();
    var loader3 = new THREE.TextureLoader();
    var loader4 = new THREE.TextureLoader();

    loader1.load(TEXTURE_WALL, function (thetexture) {
        thetexture.minFilter = THREE.LinearFilter;
        wall_texture = thetexture;
        if (asynchFinished()) initScene(); // if all file loads have returned
    });

    loader2.load(TEXTURE_AGENT, function (thetexture) {
        thetexture.minFilter = THREE.LinearFilter;
        agent_texture = thetexture;
        if (asynchFinished()) initScene();
    });

    loader3.load(TEXTURE_ENEMY, function (thetexture) {
        thetexture.minFilter = THREE.LinearFilter;
        enemy_texture = thetexture;
        if (asynchFinished()) initScene();
    });

    loader4.load(TEXTURE_MAZE, function (thetexture) {
        thetexture.minFilter = THREE.LinearFilter;
        maze_texture = thetexture;
        if (asynchFinished()) initScene();
    });
}

function asynchFinished() // all file loads returned
{
    if (wall_texture && agent_texture && enemy_texture && maze_texture) return true;
    else return false;
}


//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1

function occupied(i, j) // is this square occupied
{
    // Added check to ensure that occupied square is in grid.
    if (i <= gridsize && j <= gridsize &&
        i >= 0 && j >= 0) {

        switch (GRID[i][j]) {
            case GRID_WALL:
            case GRID_MAZE:
            case GRID_ENEMY:
            case GRID_AGENT:
                return true;
            default:
                return false;
        }
    }
    // off the grid
    return true;
}



// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions

function translate(i, j) {
    var v = new THREE.Vector3();

    v.y = -squaresize;
    v.x = (i * squaresize) - (MAXPOS / 2);
    v.z = (j * squaresize) - (MAXPOS / 2);

    return v;
}

function initScene() // all file loads have returned
{
    var i, j, shape, thecube;

    // set up GRID as 2D array

    for (i = 0; i < gridsize; i++)
        GRID[i] = new Array(gridsize);

    // set up walls
    for (i = 0; i < gridsize; i++)
        for (j = 0; j < gridsize; j++)
            if ((i === 0) || (i == gridsize - 1) || (j === 0) || (j == gridsize - 1)) {
                GRID[i][j] = GRID_WALL;
                //shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
               // shape = new THREE.CylinderGeometry(squaresize/4, BOXHEIGHT/4, squaresize/4);
                shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize/4);
                thecube = new THREE.Mesh(shape);
                thecube.material = new THREE.MeshBasicMaterial({
                    map: wall_texture
                });

                thecube.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
                ABWorld.scene.add(thecube);
            }
    else
        GRID[i][j] = GRID_BLANK;


    // set up maze

    for (var c = 1; c <= NOBOXES; c++) {
        i = AB.randomIntAtoB(1, gridsize - 2); // inner squares are 1 to gridsize-2
        j = AB.randomIntAtoB(1, gridsize - 2);

        GRID[i][j] = GRID_MAZE;

        //shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
        //shape = new THREE.CylinderGeometry(squaresize/2, BOXHEIGHT, squaresize/4);
        shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize/4);
        thecube = new THREE.Mesh(shape);
        thecube.material = new THREE.MeshBasicMaterial({
            map: maze_texture
        });

        thecube.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
        ABWorld.scene.add(thecube);
    }


    // set up enemy
    // start in random location

    do {
        i = AB.randomIntAtoB(1, gridsize - 2);
        j = AB.randomIntAtoB(1, gridsize - 2);
    }
    while (occupied(i, j)); // search for empty square

    ei = i;
    ej = j;

    //	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
    shape = new THREE.ConeGeometry(squaresize , BOXHEIGHT , squaresize );
    theenemy = new THREE.Mesh(shape);
    theenemy.material = new THREE.MeshBasicMaterial({
        map: enemy_texture
    });
    ABWorld.scene.add(theenemy);
    drawEnemy();



    // set up agent
    // start in random location

    do {
        i = AB.randomIntAtoB(1, gridsize - 2);
        j = AB.randomIntAtoB(1, gridsize - 2);
    }
    while (occupied(i, j)); // search for empty square

    ai = i;
    aj = j;

    shape = new THREE.SphereGeometry(squaresize / 2, BOXHEIGHT / 2, squaresize / 2);
    theagent = new THREE.Mesh(shape);
    theagent.material = new THREE.MeshBasicMaterial({
        map: agent_texture
    });
    ABWorld.scene.add(theagent);
    drawAgent();

    GRID[ai][aj] = GRID_AGENT;
    GRID[ei][ej] = GRID_ENEMY;



    // finally skybox
    // setting up skybox is simple
    // just pass it array of 6 URLs and it does the asych load

    ABWorld.scene.background = new THREE.CubeTextureLoader().load(SKYBOX_ARRAY, function () {
        ABWorld.render();

        AB.removeLoading();

        AB.runReady = true; // start the run loop
    });

}





// --- draw moving objects -----------------------------------


function drawEnemy() // given ei, ej, draw it
{
    theenemy.position.copy(translate(ei, ej)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates

    ABWorld.lookat.copy(theenemy.position); // if camera moving, look back at where the enemy is
}


function drawAgent() // given ai, aj, draw it
{
    theagent.position.copy(translate(ai, aj)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates

    ABWorld.follow.copy(theagent.position); // follow vector = agent position (for camera following agent)
}



function gridSpot(i, j) {

    this.i = i;
    this.j = j;


    this.f = 0;
    this.g = 0;
    this.h = 0;


    this.neighbors = [];

    this.parent = undefined;
    this.closed = false; 


    this.addneighbor = function () {
        var i = this.i;
        var j = this.j;


        if (i < gridsize - 1) this.neighbors.push(GRID_A_STAR[i + 1][j]);
        if (i > 0) this.neighbors.push(GRID_A_STAR[i - 1][j]);
        if (j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i][j + 1]);
        if (j > 0) this.neighbors.push(GRID_A_STAR[i][j - 1]);

        if (diagonal)
        // diagonals are also neighbours
        {
            if (i > 0 && j > 0) this.neighbors.push(GRID_A_STAR[i - 1][j - 1]);
            if (i < gridsize - 1 && j > 0) this.neighbors.push(GRID_A_STAR[i + 1][j - 1]);
            if (i > 0 && j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i - 1][j + 1]);
            if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i + 1][j + 1]);
        }
    };
}


var GRID_A_STAR = [];




    if (show3d) {
        BOXHEIGHT = squaresize;
        ABWorld.init3d(startRadiusConst, maxRadiusConst, SKYCOLOR);
    } else {
        BOXHEIGHT = 1;
        ABWorld.init2d(startRadiusConst, maxRadiusConst, SKYCOLOR);
    }


    loadResources(); 
    document.onkeydown = keyHandler;

};



AB.world.getState = function () {
    var x = [ai, aj, ei, ej];
    return (x);
};

var enemyAngle = 0;
var cameraAngle;

AB.world.takeAction = function (a) {
    updateStatusBefore(a); // show status line before moves

        moveLogicalAgent(a);

    if ((AB.step % 2) === 0) { // slow the enemy down to every nth step
        moveLogicalEnemy();
    }

   
    if (badstep()) badsteps++;
    else goodsteps++;


    drawAgent();
    drawEnemy();
    updateStatusAfter(); // show status line after moves

    if (agentBlocked() || ((goodsteps / AB.step) < 0.10)) // if agent blocked in, run over
    {
        AB.abortRun = true;
        goodsteps = 0; // you score zero as far as database is concerned
        	musicPause();
        	soundAlarm();
    }

  

AB.world.endRun = function () {
    musicPause();
    if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped.</B> </font>   ", 3);
    else AB.msg(" <br> <font color=green> <B> Run over. </B> </font>   ", 3);
};

AB.world.getScore = function () {
    // only called at end - do not use AB.step because it may have just incremented past AB.maxSteps

    var s = (goodsteps / AB.maxSteps) * 100; // float like 93.4372778
    var x = Math.round(s * 100); // 9344
    return (x / 100); // 93.44
};





// --- music and sound effects ----------------------------------------

var backmusic = AB.backgroundMusic ( MUSIC_BACK );

function musicPlay()   { backmusic.play();  }
function musicPause()  { backmusic.pause(); }

											 
function soundAlarm()
{
	var alarm = new Audio ( SOUND_ALARM );
	alarm.play();							// play once, no loop 
}